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UM EECS 487: Fall 2009 Syllabus and Lecture Notes
UM EECS 487: Fall 2009 Syllabus and Lecture Notes
Plain Page for Printing
Note:
- The notation "up to section K" of a required reading material
means "up to and including section K."
- "Demoes" may be shown in class. "Additional readings" could help
understanding. "Optional readings" may be fun. None are required.
Only the two textbooks are required readings.
- Most of the links to papers below can only be accessed
from ACM/IEEE subscriber hosts, e.g., umich hosts
(and through VPN). The local cached copies are also accessible
only from umich hosts.
Tentative syllabus:
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Wed 09/09
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Introduction to
course, computer graphics, raster graphics, graphics pipeline and the gpu
TP3 Ch. 1, Redbook Ch. 1
Demo:
Additional readings:
Optional readings:
- Glassner, Introduction to 3D Computer Graphics, SIGGRAPH Tutorial, 2008. (59.44 MB PDF file!)
- Lyon, Pixels and Me, 2005 (especially the last 40 minutes, including Q&A).
- Smith, A.R., A Pixel is not a Little Square, 1995.
- Cook, Carpenter, Catmull, "The Reyes Rendering Architecture," Computer Graphics, 21(4):95-102, 1987.
- Akenine-Moeller and Stroem, "GPU for Handhelds," Proc. of the IEEE, 96(5):779-789, May 2008 (section V.A on Tiling Architectures).
- Strang's recent papers on teaching Linear Algebra
- Applications of Matrices
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Fri 09/11
Meet in 1690 CSE
Assigned PA1: Raster Graphics
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OpenGL introduction
Redbook Ch. 2 (up to "Vertex Array"), "Basics of GLUT" Appendix
Additional reading:
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Mon 09/14
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OpenGL geometric pipeline and line drawing TP3 Sections 2.1-2.4
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Wed 09/16
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Clipping, triangle rasterization, barycentric coordinates TP3 Sections 2.9, 2.5, 2.6
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Fri 09/18
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Lab 1: Line rasterization
All labs are held in 1620 CSE
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Mon 09/21
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Basic anti-aliasing,
hidden surface elimination TP3 Section 2.8, 5.5.1-5.6, Redbook Ch. 6
Demoes:
Additional reading:
Optional reading:
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Wed 09/23
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Compositing (alpha-blending) and fog, 2D modeling transforms and homogeneous coordinates Redbook Chs. 6, 10, TP3 Sections 3.1-3.5, 3.10
Demoes:
Additional reading:
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Fri 09/25
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Lab 2: Triangle rasterization
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Mon 09/28
PA1 Due
Assigned PA2: 3D Scene Rendering
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More 2D transforms TP3 Section. 3.6
Demoes:
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Wed 09/30
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3D transforms, viewing, and parallel projection transformations TP3 Sections 3.7, 3.8, 4.1, 4.2, 4.4, Redbook Ch. 3
Additional readings:
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Fri 10/02
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Lab 3: The math behind transformations
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Mon 10/05
Assigned HW1
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Perspective projection, more homogeneous coordinates, screen mapping TP3 rest of Ch. 4, rest of Ch. 5, Redbook Ch. 3
Demoes:
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Wed 10/07
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Transforms in OpenGL, Light and color TP3 Ch. 11
Demoes:
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Fri 10/09
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Lab 4: Modeling transformations in OpenGL
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Mon 10/12
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HDR and tone mapping, Lighting TP3 Sections 10.5, 12.1, 12.2, 12.4-12.6 (12.5.1 up to normal of triangles), Redbook Ch. 5, Ch. 2 section on normal vectors and Appendix H
Optional readings:
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Wed 10/14
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Shading and shaders Redbook Ch. 15
Additional readings:
- Gouraud, H., "Continuous Shading of Curved Surfaces," IEEE Trans. on Computers, C-20(6):623-629, June 1971.
- Phong, B-T., "Illumination for Computer Generated Pictures," CACM, 18(6):311-317, June 1975.
- Cook, "Shade Trees," Computer Graphics, 18(3):223-231, 1984.
- Owens, J.D. et al., "GPU Computing,"
Proc. of the IEEE, 96(5):879-899, May 2008 (up to section III.A).
Optional readings:
- Fatahalian and Houston, "A Closer Look at GPUs," CACM, 51(10):50-57, 2008.
- Akenine-Moeller and Stroem, "GPU for Handhelds," Proc. of the IEEE, 96(5):779-789, May 2008.
- Blythe, D., "The Direct3D 10 System," Proc. ACM SIGGRAPH, 2006, and the accompanying presentation.
- Blinn, "Models of Light Reflection for Computer Synthesized Pictures," Computer Graphics, pp. 192-198, 1977 (lots of OCR errors).
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Fri 10/16
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Lab 5: OpenGL lighting
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Mon 10/19
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NO CLASS - FALL BREAK
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Wed 10/21
HW1 Due
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Texture mapping, mipmapping TP3 Section 2.7, Ch. 14 up to Section 14.4, Redbook Ch. 9
Demo:
Additional reading:
Optional reading:
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Fri 10/23
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Lab 6: GPU shaders & GLSL (OpenGL Shading Language)
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Mon 10/26
PA2 Due
Assigned PA3: Ray Tracing
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Environment mapping, bump mapping, procedural texture TP3 rest of Ch. 14 except Section 14.8
Demo:
Optional readings:
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Wed 10/28
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Lab 7: Textures (meet in 1620 CSE), no late penalty till Mon, 11/02, 1:00 pm
Midterm review 6-7:30 pm in 1005 DOW
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Fri 10/30
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NO CLASS Midterm Exam, 6-8 pm in 1500 EECS
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Mon 11/02
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Ray Tracing and Global illumination TP3 Ch. 15
Demo:
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Wed 11/04
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More ray tracing: setup, ray-objection intersection, acceleration techniques, anti-aliasing, soft-shadows TP3 Ch. 15
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Fri 11/06
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Lab 8: Basic ray-tracing
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Mon 11/09
Assigned HW2
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Distributed raytracing, path tracing, monte-carlo integration TP3 Sections 15.7, 16.5
Demo:
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Wed 11/11
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BRDF, radiosity, photon mapping TP3 Sections 12.3, 12.10, 12.11, rest of Ch. 16
Additional reading:
- Kajiya, J.T., "The Rendering Equation," Computer Graphics, 20(4):143-150, 1986.
- Cook, R.L. and Torrance, K.E., "A Reflectance Model for Computer Graphics," ACM Transaction on Graphics, 1(1):7-24, 1982.
Optional reading:
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Fri 11/13
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Lab 9: Advanced ray-tracing
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Mon 11/16
PA3 Due
Assigned PA4: Animation
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Intro to animation, parametric curves and splines: Hermite, Catmull-Rom, and Bezier
TP3 Sections 7.1-7.2, 7.5 (except 7.5.3), Redbook Ch. 11
Demo:
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Wed 11/18
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Hierarchical modeling and character animation TP3 Sections 17.1-17.2.3, Ch. 9, Redbook Ch. 12
Demoes:
Additional reading:
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Fri 11/20
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Lab 10: Splines I - interpolation/approximation
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Mon 11/23
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Motion capture, skinning, quaternion, scene graph, procedural animation TP3 Sections 3.9, 17.3-17.6, Ch. 9
Demo:
Additional readings:
- Foping, "An Overview of OpenSceneGraph," May 2008 (full document).
- Reynolds, "Flocks, Herds, and Schools: A Distributed Behavioral Model," Computer Graphics, 21(4):25-34, 1987.
- Reeves, "Particle Systems--A Technique for Modeling a Class of Fuzzy Objects," ACM Transaction on Graphics, 2(2):91-108, 1983.
Optional readings:
- Yang, Yip, and Xu, "Visual Effects in Computer Games," IEEE Computer, 42(7):48-56, July 2009.
- Roble and Zafar, "Don't Trust Your Eyes: Cutting-Edge Visual Effects," IEEE Computer, 42(7):35-41, July 2009.
Video clips accompanying the above two papers.
- Stam, "Real-Time Fluid Dynamics for Games," Proc. of GDC '03.
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Wed 11/25
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Guest Lecture:
"Mixing 3D Graphics with Reality in Realtime: Augmented Reality in 2009 and Beyond"
Jeff Powers, co-Founder of Occipital, a mobile computer vision startup based in Boulder, CO. Jeff architects realtime vision-based systems that are used in Occipital's mobile applications on iPhone and Android platforms.
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Fri 11/27
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NO CLASS - THANKSGIVING BREAK
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Mon 11/30
5:30-7:00 pm
in 1670 CSE
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Guest Lecture:
"Rivers of Rodents, Lots of Bots, and Cavalcades of Canines: Crowd Simulation at Pixar Animation Studios"
Paul Kanyuk, Pixar Animation Studios
Abstract:
This talk will start with a general presentation of Pixar Animation
Studios and our film making process, followed by discussions of our
crowd simulation pipeline and the challenges faced on Ratatouille,
Wall-E, and Up. On Ratatouille, an animation centric crowd pipeline
was born, merging the strengths of our proprietary rigging tools and
the commercially available software, Massive. Wall-E demanded fast
physics for large crowds, for which the technology "Brain Springs" was
created. For Up, the focus was flexible navigation and terrain
following for a pack of vicious dogs. Learn how these crowds came to
life and how technological improvements helped bring audiences all
those Rats, Robots, and Rottweilers.
Additional reading:
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Wed 12/02
HW2 Due
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Polygonal mesh and mesh simplification (tentative) TP3 Ch. 6
Demoes:
Additional reading:
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Fri 12/04
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Lab 11: Splines II - keyframe animation
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Mon 12/07
5:30-7:00 pm
in 1500 EECS
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Guest lecture:
"Visual Effects: From Film to Real-Time"
Jonathan Cohen, nvidia
Abstract:
This talk will cover recent trends and techniques in state-of-the-art feature film visual effects. As a recent case study, I will talk about the "Sandstorm" effects system which was developed at Sony Imageworks for Spider-Man 3. Sandstorm was used to model, animate, simulate, and render hundreds of millions of sand grains per frame to create the Sandman character. Sandstorm was designed to push the limits of visual fidelity, and therefore complex tasks took several hours of computation on high-end CPUs. The enormous gains in computational throughput afforded by modern programmable GPUs allows for many of these techniques to be run interactively on consumer-level GPUs. I will present recent work at NVIDIA developing fluid simulation, volume rendering, and ray tracing systems that deliver quality comparable to that seen in feature films, but at interactive rates. The talk will conclude with a discussion the issue of convergence between films and video games, and important research topics to the future of both.
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Wed 12/09
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B-Spline and NURBS, Parametric surfaces and subdivision(tentative) TP3 rest of Ch. 7, Ch. 8
Additional reading:
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Fri 12/11
Meet in
1690 CSE
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Non-photorealistic rendering and visualization TP3 Ch. 10, 18 (except
18.3)
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Mon 12/14
PA4 Due
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Final exam review
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Fri 12/18
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Final Exam 4:00-6:00pm TBD
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